This printing differs from the Sixth in several ways: The "wizard" logo has been replaced by the "TSR face" logo The yellow corner banner now also sports the words "Adventure Games" The "TSR face"
Dungeon Masters Guide (AD&D 1e) Advanced Dungeons & Dragons (1st Edition) Nickname Miniature Reprint Version Publisher Twenty-First Century Games Alternate Nickname Year Published 2000 Format Soft Cover Product Code ISBN-10 ISBN-13 Pages 240 pages Dimensions 3.20 x 4.10 inches Weig...
Then too, countless hundreds of comic books went down, and the long-gone EC ones certainly had their effect. Science fiction, fantasy, and horror movies were a big influence. In fact, all of us tend to get ample helpings of fantasy when we are very young from fairy tales such as those...
A Sad Day for Dungeon Masters; Slain in Wisconsin Prisons.The article reports the 7th Circuit supported the rule of a Wisconsin Prison in preventing prisoners from playing the board game Dungeons & Dragons because it might promote crime.
The Haunt - Perfect for a Halloween one-shot! "My players were afraid to enter a room, but were also excited!" "Solid story!" "My pl
PDF $14.95Average Rating (18 ratings) Already bought one of these resources? Check out the FAQ below! This bundle contains all published Eventyr Games DM's resources and adventures for Tomb of Annihilation. Get all the critically acclaimed and best s...
Blade Masters can be visually identified by their white arm which is caused by a regulating device that helps to suppress the demonic influence residing in the arm. Through a quest to give in to the demonic influence, the Slayer can become a Berserker. Berserkers combine mobility, ...
With an assortment of melee and ranged skills, Nen Masters do not have trouble fighting at any distance though their damage output isn't as impressive as other classes; victory depends on the ability to trap an opponent so that one can perform massive damaging strikes. Like the Soul Bender,...
“Overview” in each book are particularly useful for new game masters. The chapter on “The Underground Environment” in DSG gives plenty of ideas of the constant dangers the players need to be aware of other than the denizens that inhabit the underground. Air quality, cave-ins, choke ...
I’m willing to give Gamma World a go – Jared makes a good point that Gamma World is kind of like “He-Man and the Masters of the Universe: the RPG,” which may be a fruitful way for me to look at it – but it’s not a passion for me. Tell me, people of the Internet: ...